reduced shader bind code dupe & adjust skate uprighter strenght
[carveJwlIkooP6JGAAIwe30JlM.git] / player_remote.c
index 8cbbed6eed8cab2983f47c48c940b37dd93205e9..b533d389e5af955ea6bc8dd9b0aa76d7c79cb604 100644 (file)
@@ -3,6 +3,8 @@
 #include "player_render.h"
 #include "network_common.h"
 #include "addon.h"
+#include "font.h"
+#include "gui.h"
 
 static void player_remote_clear( struct network_player *player ){
    addon_cache_unwatch( k_addon_type_player, player->playermodel_view_slot );
@@ -341,6 +343,7 @@ static void remote_player_debug_update(void){
 }
 
 static void remote_player_nametag( m4x4f pv, v3f co, const char *name ){
+   return;
    vg_ui.font = &vg_ui_font_big;
    v4f wpos;
    v3_copy( co, wpos );
@@ -579,7 +582,6 @@ static void animate_remote_players(void){
  * Draw remote players
  */
 static void render_remote_players( world_instance *world, camera *cam ){
-
    SDL_AtomicLock( &addon_system.sl_cache_using_resources );
 
    for( u32 i=0; i<NETWORK_MAX_PLAYERS; i ++ ){
@@ -609,6 +611,49 @@ static void render_remote_players( world_instance *world, camera *cam ){
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
 }
 
+static void render_remote_player_nametag( v3f co, const char *name ){
+   m4x3f mlocal;
+   m4x3_identity( mlocal );
+   mlocal[3][0] -= font3d_string_width( 2, name ) * 0.5f;
+
+   m4x3f mmdl;
+   m3x3_identity( mmdl );
+   for( int i=0; i<3; i++ )
+      v3_muls( skaterift.cam.mtx.v[i], 0.2f, mmdl[i] );
+   m3x3_transpose( mmdl, mmdl );
+   v3_add( co, (v3f){0.0f,2.0f,0.0f}, mmdl[3] );
+
+   m4x3_mul( mmdl, mlocal, mmdl );
+   font3d_simple_draw( 2, name, &skaterift.cam, mmdl );
+}
+
+static void render_remote_players_tags( world_instance *world, camera *cam ){
+   glEnable(GL_BLEND);
+   glEnable(GL_DEPTH_TEST);
+   glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+   glBlendEquation(GL_FUNC_ADD);
+
+   font3d_bind( &gui.font, k_font_shader_default, 1, NULL, &skaterift.cam );
+   font3d_setcolour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+
+   render_remote_player_nametag( 
+         localplayer.final_mtx[0][3], 
+         steam_username_at_startup );
+
+   for( u32 i=0; i<NETWORK_MAX_PLAYERS; i ++ ){
+      struct network_player *player = &netplayers.list[i];
+      if( !player->active ) continue;
+      if( player->active_world != world ) continue;
+
+      struct player_avatar *av = localplayer.playeravatar;
+      render_remote_player_nametag( 
+            netplayers.final_mtx[av->sk.bone_count*i][3], 
+            player->username );
+   }
+
+   glDisable(GL_BLEND);
+}
+
 static void remote_players_init(void){
    for( u32 i=0; i<NETWORK_SFX_QUEUE_LENGTH; i ++ ){
       netplayers.sfx_queue[i].system = k_player_subsystem_invalid;